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I saw a very magical piece of code #92

@jellychen

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@jellychen

https://github.com/knightcrawler25/GLSL-PathTracer/blob/85c5167/thirdparty/RadeonRays/split_bvh.cpp

At 432 line

                // Calc SAH
                float sah = m_traversal_cost + (leftbox.surface_area() *
                    +rightbounds[i - 1].surface_area() * rightcount)  * invarea;

Should it be like this?

                // Calc SAH
                float sah = m_traversal_cost + (leftbox.surface_area() * leftcount
                    +rightbounds[i - 1].surface_area() * rightcount)  * invarea;

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